A trip through the fantasy worlds I enjoy

*** Released 8/22/13 ***

 

Features

Ineluctable Vision is now unlocked with the Third Book of the Magi tech.

 

Fixes

Crash fixes

Fixed an issue where reloading an autosave may miss road building between cities and outposts

Fixed an issue where reloading an autosave may miss the opportunity to choose research

Fixed an issue where reloading an autosave may miss an opportunity to select a perk for a champion on levelup

Fixed an issue where reloading an autosave may miss an opportunity to select a champion at a fame milestone

Fixed some map issues and tactical map issue from Parrotmath

Fixed a broken AI unit design that was causing Peace Keepers (and other units) to show up without weapons

Fixed tactical bug where it was possible for RANDOM_ENEMY_UNIT spells to apply the spell and the particle effect on different units (ie: an Air Shrill casting Static Blast may injure one unit but play the lighting effect on another)

Fixed an issue in tactical that could cause 2 units to end up in the same tile

Fixed a crash that would happen if you viewed the city details of a partially revealed city

Fixed an issue where it was possible to be booted out of enemy territory, and end up trapped in between the gated section of the master quest wildlands area

Fixed a missing icon on the quest version of the ice elemental sanctum

Fixed a missing medallion on the Giant Ravenous Harridan

Fixed the Fear ability to correctly last multiple turns

Fixed Tremor

Fixed an issue that could cause a crash after the intro movie

Updated the riddle quests to not display the choice results on mouseover

Fixed an issue where some maps had features that blocked AI units

Fixed an issue that sometimes caused AI units to not move in battle

Fixed an issue that could cause AI units to be on top of each other in battle

Fixed an issue that could keep you from using Guarded Strike on a unit that last used Guarded Strike

Fixed an issue where the Break ability wasn't doing normal attack damage

 

Balance

Removed the wage cost form Mercenaries, Hunters and Knights of Asok

Pull of the Earth moved the Geomancy and the casting cost increased slightly

 

AI

Increased the hp required before the AI will cast barbs

AI won’t Beguile or Confusion on ranged units anymore

AI won’t cast blizzard on units that are immune to cold anymore

AI won’t cast Bottled Fire, Burning Hands, Embers, Fireball, Fire Breath, Flame Dart, Inner Fire or Soulburning on units that are immune to fire anymore

AI won’t cast Call Lightning, Channel Lightning, Lightning Bolt or Soul Spark on units that are immune to lightning anymore

AI Monsters more careful about leaving their lairs unguarded.

AI Updated the area threat evaluation to include stationed units.

AI champions significantly better about taking out enemy outposts and grabbing goodie huts on the way to another destination

AI better at building more lethal armies

AI much better at protecting its cities

AI fixed a bug where certain AI personalities had a chance of not building units when they should depending on the type of city

AI more aggressive about training units when it feels that city is vulnerable

AI no longer has a "auto patrol" system. Instead, the monster AI directly controls monsters and not the mobileobject system.

Fixed a pathfinding bug that caused monsters that were calculating a destination to not be able to set a destination IF the target was 1 tile away and it is a city.

Improved algorithm that allows AI to detect different types of threats to its cities and units

AI prioritizes pioneers more when there is good land its LOS (and less when there isn't)

AI prioritizes maximizing its army size before going into battle

AI more willing to sacrifice non-champion led armies to soften enemies before sending in champions/sovereigns

AI now makes use of a "ready for battle" flag to determine which armies it should send where

AI is less paranoid about distant monsters and more cautious about nearby monsters

AI has less ADD when it comes to targets of opportunity

AI generally less cautious about taking on battles as long as its armies are deemed ready for battle (i.e. AI is less cowardly)

Fixed AI bug where an AI would target a quest in unfriendly territory and then abort destination because of that and get stuck in a loop (result: AI sovereign would just sit there)

Some AI personalities won't try to build improvements early on so that they can focus on expansion while others will do the opposite in order to build up their capitals faster

Improved the AI's decision making for deciding how many units should stay in a city to protect it

AI generally smarter about when to build pioneers vs. other types. SOME AI personalities will create more pioneers than others depending on what strategy they are employing

Fixed AI bug where AI would sometimes not train units because it had improvements in the queue

Fixed AI pathfinding where the AI units could not "find" their rally point and as a result would no be able to concentrate their power.

AI will generally notify player when they've cast an offensive strategic spell on them (complete with snark).

Increased odds of AI interacting with player regarding world situation events

Improved performance of battle engine for autoresolve (makes AI vs. AI battles faster)

More AI weighting if players aren't geographicaly near each other (+1 to +2)

 

UI

The game now highlights the targeted tile in tactical combat (so you can see exactly where you are going to move to)

Updated all the Hiergamenon entries to current rules


Comments (Page 3)
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on Jul 03, 2013


Do the unit still miss a turn after crushing blow use? Can't remember at the moment. That's at least a penalty.

on Jul 03, 2013

N1ghthavvk

After what I experienced the crushing blow attack always did more than double the damage it was supposed to do. Especially on armored units.

So this "nerf" is definately justified.

 

 

yes, looks like it's cause of armor mechanic

i think armor works like float number, not percent value

and (for example) without CB damage is 30dmg - 20armor resist =10dmg

and with crushing blow it's like 60dmg-20armor = 40dmg - four times more.

on Jul 03, 2013

caxopog



and (for example) without CB damage is 30dmg - 20armor resist =10dmg

and with crushing blow it's like 60dmg-20armor = 40dmg - four times more.

 

Its not truly a static number but your theme is correct. 1 single high attack is better against armor than multiple weaker attacks, so ultimately crushing blow both so more damage AND negates some armor.

on Jul 03, 2013

Or even better idea is multiple by 2 TOTAL damage inflicted, not initial.

I mean you should use standart attack number, reduce it by enemy's armor and only after it multiply damage by 2.

Maybe it'll be better to add only 50% of damage BUT this attack will have 100% chance of knocking enemy.

on Jul 03, 2013


Playing with Crushing Blow reduced to 50% extra damage has made a world of difference. No longer am I just building militia (or skeletons with the Nerco mod) and just running in and swinging. Now I wait and do normal attacks with my hammer dudes....waiting for the right moment before trying to get the edge on my opponents so that lost turn doesn't give the enemy an advantage. I'm also not building only hammer dudes anymore either. I'm finding spears to be very useful for reaching where I normally can't reach. Swords generally go to my defender type units and axes generally go to my initiative type units. I really am using a full spread now.....mostly because there is no blindingly obvious choice anymore.

on Jul 03, 2013

Derek Paxton


Quoting sjaminei, reply 4
See lots of autosave fixes, what about where your newly built unit disappears when you load autosave on the turn it was built?

I have the fixes and I'm unable to repro this.  So either there is something else thats playing into this that I am unaware of, or its fixed by the above fixes.

I got it again in 1.2. I had a quest up, and reloaded a combat I think, while the unit was 1 turn away from completion. After reload it started on new unit, and the "old" unit wasn't produced. 1 turn autosaves as setting. 

Maybe I multitask too much.. (well some punishment for reloading is okay now and then ^^ ) Not that common for me anymore so maybe you fixed something inadvertently making it harder to reproduce  

on Jul 03, 2013

My most recent game had the old problem with the Imperium being unable to be completed due to an AI city being built too close to the walls.

Edit:  Also seeing Ogres using Crushing Blow at range.  Ouch

on Jul 03, 2013

Some more bugs:

-The AI gets the level 7 quest hero Araine near the start of the game very easily.

-Yithril AI builds lots of Brutes even though they totally suck and have no armor.

-Ironeer archers use guarded strike. Questionable.

-Suddenly Darkling modetypes can equip Kiteshields and some leather and chain armor pieces.

on Jul 03, 2013


Why does an Iron Golem cost 41 metal ? seems a little odd that it's not just 40 metal...

on Jul 03, 2013

caxopog


Quoting N1ghthavvk, reply 30
After what I experienced the crushing blow attack always did more than double the damage it was supposed to do. Especially on armored units.

So this "nerf" is definately justified.

 

 

yes, looks like it's cause of armor mechanic

i think armor works like float number, not percent value

and (for example) without CB damage is 30dmg - 20armor resist =10dmg

and with crushing blow it's like 60dmg-20armor = 40dmg - four times more.

Max Damage = Att * (Att/(Att + Def))  So you're not quite right, but under certain circumstances your conclusion could appear to be correct.

on Jul 04, 2013

Doing some calculus on the matter you will find that as def goes to infinity keeping attack the same, you will yield a times 4 damage of an attack that is basically 0.

But if you keep the attack always more than the defense, as attack goes to infinite the closer the damage gets to 2, but as attack goes to be equal to defense the attack turns out to be more like 2.6 times more or more precisely the fraction of (8/3)

If this is the function that computes the damage...

At a 75% bonus as was suggested when attack and defense are equal then the damage is about 2.2 times more or more precisely the fraction of (49 / 22)

on Jul 05, 2013

parrottmath

Fear is not working as intended. Fighting against Abeix my units were under the fear effect, yet the afraid didn't remove before I was able to act. If fear was working as intended, my units turn should be skipped as they are with dazed, but in fact they are not. I would have to show screens to prove it to you, but it is not working appropriately. The resist to the spell should only occur the first round, which I do see some of my units resist, but a lot of them don't resist. There is something going on here and I've not been able to nail it down.

Can this be related to this specific battle? Quest monsters are often still version 0.xx

Every time I own or fight a dragon, Fear is working very well. So well, in fact, that owning a dragon more or less ensures victory.

on Jul 05, 2013

parrottmath
Fear is not working as intended. Fighting against Abeix my units were under the fear effect, yet the afraid didn't remove before I was able to act. If fear was working as intended, my units turn should be skipped as they are with dazed, but in fact they are not. I would have to show screens to prove it to you, but it is not working appropriately. The resist to the spell should only occur the first round, which I do see some of my units resist, but a lot of them don't resist. There is something going on here and I've not been able to nail it down.

I agree something strange is going on with Fear. I fought a battle last night against a dragon, and my units failed their resistance check in the first round, and the dragon got two or three actions in a row. So far so good. However all my units were then able to act normally, despite being officially under the effect of Fear. This was pretty obvious because I moved them, they had their attack, and then a big "-Fear" text would appear above them. Presumably if they had still been under the effect of Fear they should have missed their turn?

The text of the spell says that it should last for three actions. Is this actions of the unit who cast the spell or actions or the unit affected by the spell? If it's the latter, then it's not working correctly. If it's the former, then it may be working correctly, however the way the effect is being removed seems wrong and is confusing.

If it's supposed to last for three actions of the unit which is afraid, that seems a pretty massive increase in effect to how it works now, bearing in mind how high initiative dragons are already. One dragon could get six actions before a single normal initiative unit had moved.

on Jul 05, 2013

My tests when modding all point to this modifier

       <GameModifier>
            <ModType>TacticalUnit</ModType>
            <Attribute>ChanceToLoseNextTurn</Attribute>
            <DisplayName>Afraid</DisplayName>
            <Duration>3</Duration>
            <Effect>E_Afraid_Particle</Effect>
            <Value>100</Value>
        </GameModifier>

not working more than one turn ever. Perhaps it needs a <PerTurn>?

on Jul 05, 2013

merlinme
Fear is not working as intended. Fighting against Abeix my units were under the fear effect, yet the afraid didn't remove before I was able to act. If fear was working as intended, my units turn should be skipped as they are with dazed, but in fact they are not. I would have to show screens to prove it to you, but it is not working appropriately. The resist to the spell should only occur the first round, which I do see some of my units resist, but a lot of them don't resist. There is something going on here and I've not been able to nail it down.

I agree something strange is going on with Fear. I fought a battle last night against a dragon, and my units failed their resistance check in the first round, and the dragon got two or three actions in a row. So far so good. However all my units were then able to act normally, despite being officially under the effect of Fear. This was pretty obvious because I moved them, they had their attack, and then a big "-Fear" text would appear above them. Presumably if they had still been under the effect of Fear they should have missed their turn?

The text of the spell says that it should last for three actions. Is this actions of the unit who cast the spell or actions or the unit affected by the spell? If it's the latter, then it's not working correctly. If it's the former, then it may be working correctly, however the way the effect is being removed seems wrong and is confusing.

If it's supposed to last for three actions of the unit which is afraid, that seems a pretty massive increase in effect to how it works now, bearing in mind how high initiative dragons are already. One dragon could get six actions before a single normal initiative unit had moved.

 

I've found very similar situations to all the above points.  While the spell has very grandiose over-the-top spell effects when cast, and sounds like it's supposed to be quite crippling, castling fear is in fact fairly harmless in my experience.

 

At this point, I consider the spell Fear to be little more than a pretty purple light show the enemy was kind enough to perform for us. 

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